alexrose

LD25

Rude Bear – LD #25 Jam Entry

Windows download.

Play in browser (Unity Player).

LD Page.

Coded by Alex Rose @Vorpal_Games
Delightful illustrations by Antony Dewar @Panttts

You are Rude Bear. Your aim is to.. smash.. things and.. wreak.. generic havoc. Take that, society.

You’re a British Gangsta youth yob whose only aim is to misrepresent bears amongst the animal kingdom.

It takes place in some deranged puppet form. It’s vaguely like a running game, except you have full control of your character’s direction, attacks, dodges, equipped weapon, etc.

List of creatures:

GRASS SPAWNERS:
Sheep – Docile
Goats (+1!) – Kill these for SWAG.
Punch Drunk Pigs – Policecop pigs who punch you.
Dark Knights – AKA bats. Should’ve called them Battymen in hindsight.
Ostriches – Swoop down.
Baseball Bats.
Army Boars.
Brown Bears.
Wide Load Pig – A pig with a pistol. Dodge when it says “Bang”
Flyin’ Lions – Masked superheroes
Rocket Boars – Use Rocket Launchers.
Cyberdemons – He’s the chief of police.
Trident Lions – If you meet one of these, you will die.

POND SPAWNERS:
Ducks – Docile
Flamingos – Kill for SWAG
Furry Beavers – Fast and annoying.
Chainsaw Beavers – ARGH. They do 3 damage.
Glockodiles – Use shotguns. Not glocks. Pretty OP. Just like in IRL. Execpt without the whole.. shotgun.. thing.

There’s also bear traps, bins and beehives that you can destroy with weapons for SWAG.

Max out your SWAGGER bar to hustle. But don’t get too cocky with it; you’re not invincible.

When you right click (or space) to dodge, you are temporarily invincible though, so that’s useful, but it has cooldown.

The chainsaw does 3 damage, but it’s pretty slow. The bat does 2 damage and has good range. The claws are really fast but have low range and only do 1 damage.

#YOLO, but when you die you can REWIIIIIND to see how far you’ve come and restart the game. You’ll also be told what killed you, how many kills you had and protips on beating what killed you.

With that in mind, I would absolutely love if you sent me a tweet if you got to a really spectacular monster or got particularly far. If people like this I might put a high score board on my site. @Vorpal_Games

Each monster seems fair, especially given that you’ll have new weapons, but you should think about what weapon you use and when to dodge. If you play for a while you can get really good at dodging everything.

Hope you enjoy it as much as we enjoyed making it!

LD26

I’m in! ((And live streaming the full jam entry))

So, last year was my last LD entry, with Rude Bear

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=19499

The original Rude Bear: the tale of a good bear turned yob.

 

I came 9th in the jam for humour and 72nd overall. Thanks to everyone who voted, for that. It made my weekend.

This year, the plan at the moment is to do Rude Bear Rises, the prequel to Rude Bear, in glorious 8 bit, exploring how Rude Bear became a violent delinquent in the first place.

My mate Antony, who drew the original images, is going to do lovely 8 bit versions of them.

2D Physics Engine in Unity3D

2D Physics Engine in Unity3D

So far I’ve made a way of translating 2D planes in Unity3D into collidable objects. Essentially I’ve written a convoluted (and fairly bad) collision detection system using loads of rays which determine the UV of some secret underlayed red/blue/black backgrounds (where red = active object, blue = background, black = passable), and by looking at the pixels of the things you’re about to hit, it can determine if there’s an obstacle in your way.

I’m streaming the whole process at http://www.twitch.tv/vorpalgames/ if anyone wants to watch.

Anyway, see you in 68 hours (or whatever it is)! I might keep semi regular updates here.

Tags: Ludum Dare Rude Bear

Rude Bear 2 – Update – 5 hours in (ish?)

Still streaming at: http://www.twitch.tv/vorpalgames

So, so far here’s what I’ve gone for:

The look and feel of the game.

The look and feel of the game.

The sea fades between various colours.

My housemate isn’t up yet so I still don’t have any graphics to use, still using my template ball + star (the star is so I can see its angular velocity more easily).

I made a couple of tracks, this is the primary one for now:

I drew a bit of a sketch of a level plan for the first bit:

The original level plan.

The original level plan.

And then I did it in vectors, which, thanks the collision detector I wrote, can just be put straight into the game and already work:

The first little chunk as made with vectors.

The first little chunk as made with vectors.

I also changed the old Rude Bear logo to a more minimal one. Old:

Rude Bear 1 Logo

Rude Bear 1 Logo

So that now looks like:

New Logo

New Logo

Now to weave the story of how Rude Bear became a badman.

Continuing my journey at: http://www.twitch.tv/vorpalgames

It’s bound to get more interesting soon when my housemate gets up and starts making graphics too.

Rude Bear 2 – Development Update

Okay so I did from the beginning to 10pm my time, and I’ve just had my 5 hours sleep (and a prolonged shower).

So, I’ll show you how development is, and then I’m getting straight back to it.

Here’s the world as conceptualised in vectors:

Conceptual World

Conceptual World

And here’s how it currently looks ingame (if I zoom out about a billion times):

World Ingame

World Ingame

My housemate who’s doing all the character art has given me some beautiful things to work with. Here’s Rude Bear in action. His swimming animation is hilarious to me, at least:

Rude Bear Swimming

Rude Bear Swimming

Here’s Rudey fighting a spitter:

The projectiles have beautiful underwater physics, might I add.

The projectiles have beautiful underwater physics, might I add.

On top of this we have:

Stalac Mights:

I personally want a name change. That's a stalactite!

I personally want a name change. That’s a stalactite!

The wizard (who you’ll face at the end):

Sleeve detached on this model

Sleeve detached on this model

And then there’s Swarniles. They’re essentia- HOLY %*$&

I asked him to make something truly horrifying

I asked him to make something truly horrifying

Yeah, and these things are just not going to back off until you’re dead.

He’s also made some awesome GUI stuff.

Right now, the plan is that when you enter these areas on interest the map, the whole world spins 90° and you have a boss battle, Mega Man style. All of them are optional; you can go straight to the last boss. It just wouldn’t necessarily be a very good idea, as you get equipment to help you from all the other bosses. You don’t replenish your health though on hard mode, so it may not be worth it.

There’s a game over screen now, but I think I’ll leave that for you to find. Also.. I plan to put a rather large easter egg for completing it on hard mode.

http://www.twitch.tv/vorpalgames

Tags: Rude Bear 2 Ludum Dare 26 Vorpal Games

Rude Bear Rises – Post Mortem

So, here we go, my second LD.

I have to say.. I wish I could’ve got more done. I wanted extra forms on the boss battles, and cutscenes, and a menu, but.. you can’t get everything in. I worked 62 hours though.

I think I spent too more time discussing things with  my housemate, and too much time on giant bugs, but overall.. it went well.

Eventually I went for 6 intertwined worlds.

How the worlds slot into each other, with colliders.

How the worlds slot into each other, with colliders.

To enter each world, you go to it and hit E, and you’ll get to that zone:

The world rotating around you.

The world rotating around you.

Each place has a mega man esque entry place (and The Wizard logo) and then a boss fight.

Smashy - Hits the ground and brings stuff down.

Smashy – Hits the ground and brings stuff down.

And each boss gives a special unlock that aids you:

Skate glides up the walls and dashes at you.

Skate glides up the walls and dashes at you.

 

Radfish paralyses you and then his babies feast on you.

Radfish paralyses you and then his babies feast on you.

Cunning is just all around difficult.

Cunning is just all around difficult.

 

You can take the bosses in any order you want.

You can take the bosses in any order you want.

The wizard is pretty cool. He has 11 different attack types (including a potato!), summoning swarniles, orbs that chase you, orbs that split into flames and a circle of flames that segments you etc. etc.

Threw together 6 songs for it (and a whole bunch of sound effects), but I would’ve liked to have done more:

It just took so long to translate the vector art into the game, especially since Unity3D doesn’t have 2D physics for planes, I had to write my own physics engine for it. Either way, it was awesome.

But yeah, I wanted to do his second, third and fourth forms, but it would’ve taken me another day. There’s still some glitches etc. too.

But, anyway – here’s its page:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=19499

(Vastly inferior prequel largely having nothing at all to do with this game here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=19499).

So, in all, thanks a lot to my housemate for all the lovely pixel art, and.. I hope everyone out there enjoys it.

 @Vorpal_Games

Comments

Theoddoneout
30. Apr 2013 · 05:14 UTC
Love the music!

What did you use, FL Studio?

LD27

I’m in (jammin’), third time!

It’s my third time now, can’t wait for another LD.

In LD25, I started with Rude Bear, a quirky little game with some lacking game mechanics. My housemate drew the drawings by hand, and scanned them in, and I made them into these little.. puppet things.

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=19499

I was pretty happy getting 9th in humour and 72nd overall! It really needed some proper hit detection though, I didn’t get time to add it, and it lacked some big features I wanted. A nice start though.

Then in LD26, my housemate and I decided that in every LD, the main character of the game should always be Rude Bear (but that’s where the similarity would end between every game; each one would be a different genre etc, which we figure out as soon as the theme gets announced), and we’ll make up a convoluted timeline as we go along, Zelda style. The second game was Rude Bear Rising, the prequel to Rude Bear in one timeline.

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=19499

A big problem with this was that.. I was using an extremely convoluted method to do 2d collisions in Unity3D. I essentially wrote my own 2d physics engine from scratch that casted rays everywhere and took the UVs of textures to do the physics, so we could load in textures of any shape and they would (theoretically) collide just right. Hit detection was a bit lacking though. It got a bit convoluted with the bubble bar, and short range combat was too pernickety.

I was really happy with the soundtrack and sfx though, and the idea itself was pretty cool. It started as a little exploring game, became a Mega Man esque game where you fight through 5 boss battles in any order you choose, rotating the world 90 degrees to get to them, and unlocking different abilities to use. It suffered from its bugs though, it was perhaps too ambitious to make such a large game, soundtrack and engine from scratch. I put in a solid 60 hours. I also tried to make it minimal with the untextured backgrounds, vector art, ambient soundtrack and pixel art, but playing other people’s entries, I soon realised that most people were just using geometry.

So, so far in the Rude Bear series, we’ve seen that initially, he was an underwater hero named Polite Bear. Upon being defeated by The Wizard (by losing in Rude Bear: Rising), he got transmorphed into Rude Bear, and came up to the surface of the water to wreak havoc in a park. This is “The Hero is Defeated” timeline. How the timeline continues entirely depends on the themes of the LDs. e.g. if “Future” won, I’d probably go for Rude Bear: Revengeance. If rotation won, Rude Bear: Revolution. One day if an RPG is suitable, I’d like to do Rude Bear Red and Rude Bear Blue.

If the theme doesn’t really lend itself to adding to the timeline though, I’ll just do “spin-offs”. e.g. if 10 seconds wins, I could go for a Majora’s Masky type thing, which could fit the timeline well, or I could go for a Wario Ware type experience, call it Rudio Bare etc.

Really, though, all I want to do is consistently make every game better and better. In a year or two, I want my LD entries to be so consistently good that people are like, “Oh hey, let’s check the new Rude Bear game”.

But, anyway, I’ve ranted far too much! The weapons at my disposal:

  • Unity3D, programmed in C#.
  • FL Studio, Cubase, Omnisphere, Massive, and mda.
  • Inkscape for vector art. My housemate normally does the majority of the graphics, but he may be unable to help me this time, in which case I may have to try my hand at 3D, or geometry style stuff, ’cause I won’t have the time to animate pixel art.
  • I gave up diet coke a month or two ago, but I’m totally picking it up again if I want to blast out another 60 hours like last time.

Happy jamming, and I really hope I make something that wows you all.

LD28

Back Again. Dilated.

It is time. The moment the whole world has collectively been waiting for. The next installment in the timeless Rude Bear franchise.

This’ll be my fourth LD, and boy am I nervous! Every Ludum Dare I compete in the jam with my housemate @Panttts who makes the graphics, to make a game in the Rude Bear series.

It started with LD25 with Rude Bear:

Rude Bear

You can tell we went all out on the animation budget.

Then there was the one we don’t talk about:

Radfish paralyses you and then his babies feast on you.

It may have been a buggy mess but I still loved it like a terrible, disappointing child.

And finally there was Rude Bear Radio:

2D Animation of a Dancing Radio from Rude Bear Radio in Unity

Redefining the definition of “Easy Mode” for a generation.

Incredibly, RBR (As in, Rude Bear Radio, not that other one) made the front page of Gamasutra:

Right under Gabe. Including Russian Roulette.

As well as the IndieGames.com Freeware Pick, one of many of the Ludum Dare 27 highlights by IndieStatik.com and being picked on The AV Club’s Gameological society by the lovely Derrick Sanskrit, (“There are eight micro-games in all, ranging from awful to sort-of-cute-I-guess” quote unquote).

So what this really means is, the next Rude Bear game has to be even better.

And that scares me.

The ace up my sleeve this time, though, is going to be focusing on making a game that you can play for 1 minute without losing. I’m going to try really, really hard not to make it impossibly difficult this time around.

Plus proper hit detection, mutter mutter.

I’m going to be using Unity’s new 2D engine this time, bada bing. Should save me a bunch of time I spent dilly dallying last time with invisible colliders last time.

We wanted to do a vastly different game genre every time, but we’re running out of genres we both like. We won’t know what it’ll be until the theme comes out, but since I want to get some more practise in with Unity2D, it’s likely going to be some kind of platformer/run n gun/blah.

Also, I’m releasing my first commercial game in 2 days!

2D Animation of Rotation Station's title screen in Unity

This is the part where you bookmark this in your browser for Tuesday.

What this does mean is that there could be some kind of super horrifying glitch (.. though hopefully not) that I have to attend to at some point during the jam. I really, really, really hope this isn’t the case.

But anyway, yeah!

Bring it on. Rude Bear’s back.

Potentially making a Post LD version of Rude Bear Resurrection (first for innovation in jam)

I just caught my housemate who made the pixel art for Rude Bear Resurrection playing the game again, and he told me, “I was just thinking about how good a game it is, and how it’d be awesome if we’d implemented all the features we wanted”.

I’m not promising anything, but.. I really want to do this right now. Here’s a list of features we wanted to implement:

Village

The village would above Rude Bear’s grave, to the left of the tower. It would contain a bunch of NPCs who demand sidequests to be complete within the tower, which allow shortcuts and unlock things that help you advance.

Training Area

There was originally going to be a section on the left where you could practise walljumps and beat nonlethal obstacles. A large assault course, essentially. And at the very top, there was going to be a hermit who wanted you to collect hidden Wizard statues from crevices in the castle.

Winner’s Statue

The winner was going to get a statue in front of the tower dedicated to them.

Ghosts

After dying, you were going to leave your body and be able to fly around the tower.

Chatbox

We wanted an ingame IM system that ghosts could use to speak to people, we were going to make a graveyard where you could talk to other bears, and read the messages of the deceased before you entered the tower for tips.

Winner can deactivate switches

The winner would spawn at the end of the game and be able to work their way back, closing the shortcut switches, thus safeguarding their reign.

Enemies

Winners would be able to transmute into enemies that Rude Bear could fight, possibly place traps.

Real Time Network Play

HOLY SHIT, RIGHT? Dunno if this is possible.

Tower Destruction

Through completing quests for the hermit, you would be able to get the ultimate Super Saiyan power that’d allow you to do something I won’t reveal here, but it would allow you to completely destroy the tower.

Randomly generated towers

There’d be randomly generated towers that are around until someone destroys it.

Daily Tower

One tower would be the Daily Tower that could only be completed once.

Expanded Narrative

Speaks for itself.

Dynamic Soundtrack

The music would be layered, and the different layers would activate/deactivate depending on the threat level.

Elaboration on the Rude Bear Timeline

The Rude Bear timeline is something that exists. It contains things like “The Hero is Successful timeline” and “The Hero is Unsuccessful timeline”, the Polite timeline, the dream timeline, the deranged timeline etc.

We know about it, but we never told it to anyone else. It’s time people learned just what Rude Bear’s deal is.

A proper GUI, tweaked physics, controller support, and tidied up world

Better water

More puzzle types, potentially moveable objects, powers, equips

SFX and more/better music.

More bosses, cameos from monsters from previous Rude Bear games etc.

Accounts

That’s essentially it. If you think something is really a bad idea (or a really good idea I guess), it’d help to get some feedback.

 

Cheers

Alex

LD29

Rude Bear Revengeance – Post Mortem

So, Ludum Dare just ended, and as always, I made a Rude Bear game.

The big change here is that I had an artist, and I got a couple of musicians on Reddit to help out with the soundtrack.

Now, when the theme was announced, I really couldn’t think of any mechanic based on the theme itself, it seemed like more of a setting than a mechanicy theme, and I was wasting time, so I just settled for an idea I’ve wanted to make for ages now: Rude Bear Revengeance.

Rude Bear Revengeance Chandelier

Every Rude Bear Ludum Dare game has a suffix beginning with R (Rising, Radio, Resurrection) so I’ve always wanted to make Revengeance, Revelations, Red, Requiem and Revelations. This time I picked Revengeance. I’ve never played Metal Gear Rising, but from the trailers I gleamed you go around cutting things up with a sword, so I decided to do that, but attach it to a grapple hook whip.
Rude Bear Revengeance Whip

You can fire it out and retract yourself to it like a hookshot. Likewise, you can retract it to you, which allows you to kill enemies with weak points. This meant I could make a more diverse set of enemies, with different weakpoints with minimal effort just by adding colliders on the backside of them etc, so really the only time restrictions there were on art, and also keeping things fresh:

Rude Bear Revengeance Whip Retract

Next I wanted more ways to make you feel like a badass, and my friend SonnyBone and I were doing an optional theme we randomly decided on the day, “Do Flips”, so I added some wall running. I didn’t really have time to make it feel nice to hop from one wall to another, which was a feature I really wanted. I used to play a lot of GunZ: The Duel, and I guess this was partially inspired by that – I always loved the wall running.

Rude Bear Revengeance Wallrun

And, of course, what cyborg warrior is complete without a divekick? Here you can see the screenshake quite clearly. I wrote a class called Vlambeer.cs that allows static screenshake functions from anywhere after seeing the absolutely fantastic Art of Screenshake talk by Jan of Vlambeer. Screenshake’s something I’ve used slightly before for Claire’s Voyage, but never so gratuitously.

Rude Bear Revengeance Divekick

Then I found something inadvertantly lovely I call “chandeliering”. If you grapple to the ceiling and dive kick at the same time,you become a pendulum of death. I was really keen not to use a GUI so I made a health decal round the side of the screen that glows red when you’re close to death, basically Call of Duty. In Rude Bear Resurrection I had a similar view on GUI and it worked really well. Not only is making a rescalable GUI a bit of a pain, but it means more graphics, and in such a short space of time it’d be hard to get it to look right. Likewise, on the endboss’s third form, I added an aura to indicate HP. That’s something I did in Resurrection too, but this time the HP was more discrete, so it’s more obvious.

Rude Bear Revengeance Whip Fire

Then, of course, what would a Rude Bear game be without a gratuitous endboss? Here you can also see at the beginning, the hopping in midair. There’s actually infinite jumps in this game. The game’s designed around restricting your path by difficult combat, not blocking off your exits like traditional platformers. You can go anywhere you can see – there are no restrictions. I really wanted to give ultimate control of your character so you could feel like a god in combat.

Rude Bear Revengeance Boss

If you’re familiar with the Rude Bear series you’ll notice there’s a new art style, that’s thanks to my new artist Dan. One change with this as well is.. in the first four games, I’d just give a vague description, “Please can I have a flying enemy?”, whereas the dynamic with Dan is sometimes more like.. I provide crude MS paint drawings to him and he comes up with something based off that.Rude Bear Revengeance Concept ArtThe whip physics don’t work as nicely as I’d like them to. Once you’re skilled with them they’re quite nice, but at the beginning they feel a bit difficult, at least to me. That’s because it’s actually made up of lots of little objects which are quite massive, so you can’t really swing much (or if I made them so light that you could swing, they wouldn’t hold you up). Really, I should’ve done the spring physics better, or hand coded it instead of using Unity’s stuff. I also sat and did a bit of maths and derived a few new formulae that I now use for slerping, so things feel a lot nicer.

Rude Bear Revengeance early rope physics

This time as well, I made my own tile placing system after I discovered you could code things to run in the editor, so building the world was RIDICULOUSLY quick, and nicer. I wrote a script as well that applies all the colliders at runtime and groups platforms together. Here’s something I took at the end of the second day of the world, although in Day 3 the world multiplied by about 1.5x in size, and the boss got implemented, plus easter eggs:

worldsofar

Also, this time we used normal mapping too, auto generated by CrazyBump, which made it ridiculously quick to make lovely normal maps.

I spent most of the first day an the elevator scene too, scripted events take me too long because they’re less mathsy. There’s a tonne of randomised dialogue though, so it makes it a unique experience at least. One of the musicians made me some elevator music that’s reminiscent of Spacestation Silicon Valley, and I loved the idea of horrible atrocities going on off screen while it plays funky upbeat elevator tunes and you have a mundane conversation.

Rude Bear Revengeance Lift

Anyway, things I learnt:

  • I need an SFX guy next time so I don’t spend half the jam making sounds.
  • Use Quads, don’t use Unity’s built in sprites. That draw call count is awful.
  • Spend maybe more time on the core game mechanic next time and less time making levels. Just better time management.
  • And don’t waste half your time. I really wasted tonnes of time this jam just doing nothing.
  • This.. drinking 10 litres of Diet Coke routine you’ve got going on actually looks like it isn’t so good for your health anymore, if you’re going to do this every 4 months, you probably just.. shouldn’t.
  • See if you can get controller controls in in time next time.
  • Also, the tutorial section could be a bit better, and a better ending.

But overall, I’m rather happy with how this one went. I achieved what I set out to make, and implemented everything I wanted.

LD48 page | Windows | Web | Stream

@Vorpal_Games

Also posted at my blog.

LD30

I’m in (From Insomnia Gaming Festival!)

So, in Ludum Dare 28 I picked up the jam innovation gold with Rude Bear Resurrection, and now I’m at Insomnia festival showing off Super Rude Bear Resurrection, the full version. It’s been a crazy few months, taken it to Radius, Update and Feral Vector, got an artist, musician and sound effects guy and just this week I’ve found out it’s been accepted into the Tokyo Game Show indie area!

 

So yeah, repping Ludum Dare in Japan in September.

Snapchat-20140822105246

But anyway, I’m at Insomnia now and was really disappointed to find it coincided with LD48, so whatever – I’ll do both. Don’t expect anything great this time because of the smaller time limit, but it’s the seventh Rude Bear game, so I’m going to make my first RPG – Rude Bear VII. We’ll see what the theme brings, although I’m doing an optional theme with a few other jammers, “Marilyn Manson”, because why not? (We do an optional theme every time).

 

Also, I’ve been told I have to include a character called Rad Boar with a mohawk and sunglasses.

 

I’ll be working on my macbook unfortunately. Here’s my setup:

 

20140822_124108

 

Here’s me (left) and @Vethan4, who makes Standpoint. Good friend of mine.

20140822_100639

And this will be my diet:Snapchat-20140822101843

 

Working with Unity 2D and 3D hybrid probably. I’ll be back on Monday and make the music then on FL Studio.

 

But yeah, I’ll keep you updated at the end of every day.

 

@Vorpal_Games

Rude Bear RPG: Postmortem

So, Insomnia52 just finished and I was exhibiting Super Rude Bear Resurrection there. I love Insomnia, but I was a bit upset to find out it was the same time as Ludum Dare.

So whatever – I did both. My game wasn’t as good as usual but I refuse to break my spree.

insomniame

Here was my setup. Luckily my friend Nate lent me a mouse.

I already knew I was going to do an JRPG going in, because this is the seventh Rude Bear, and there was no way RBVII wasn’t going to be a Final Fantasy parody.

rbproto
I kinda needed to sketch everything up myself for this since I wasn’t with my housemate, and it would’ve been too much work for him, so I made the world really roughly.

I started out by doing the battle system, using puppets like the original Rude Bear, because there was no chance I’d get assets in time. My housemate later redrew these.

The whole battle is entirely realtime. This can be confusing, and hard to control, and I should’ve really implemented controller controls, but that would’ve been super slow to use for a start in comparison to getting good with the mouse, but also I only had one xbox controller there and it was plugged into SRBR.

Puppets are fun because they’re almost entirely trigonometry (which I really enjoy). I mean, everything in the game uses the magic formula:

Position += (finalpos-currentpos)*speed

And a bunch of trig. I just take a lot of anchors and use kludges.

I saved time on large attacks by just making one particle system and reskinning it for the various spells. A few of the attacks are bigger.

RBR 2014-08-27 01-34-59-14

Initially everything was based on elements but I couldn’t think of symbols for element indication so I ended up just wiping that. Also you could originally heal yourself with your group attacks and stuff like that but it was getting too convoluted. In my friend Nate’s words, “Keep it simple, stupid”.

I started out with the world by sketching it (but I’ve lost the sketch unfortunately).

For the theme, I both wanted to make a bunch of worlds like a volcano, tower, desert, forest etc. and also connecting lots of worlds of games I enjoy. I started out by making Pallet Town:

pallet town

As well as Crono’s house, Oak’s lab, a crypt etc.

I threw together two tracks from Earthbound and Oak’s lab, and adapted three old tracks I’d already charted by ear from Chrono Trigger, Pokémon and Super Mario RPG.

From home my housemate drew the art we used for puppets. Unfortunately I had no internet connection, so I could only grab art now and then either by tethering or going to the LAN hall (which I did a couple of times because some kids were being really loud at 4am on the campsite and I wasn’t getting any work done).

20140826_210753

I slept around 4 hours every night. I was up till about 6 mosts nights just coding. We drank a lot every night so I was pretty alert (especially on the last night, we had an open bar).

We didn’t manage to get rooms this time so I had to camp. Extremely cramped in there with a laptop too but this is pretty much the setup I was working with.

1408843603422

Eventually I got the whole world done:

entireworld

And just stuck colliders on everything. The movement’s a very simple rigidbody2D, and all menus are just activated with raycasting.

I was basically jamming everywhere, trains, bars – it took all my restraint not to get out my laptop during the pub quiz. I was worried people would think I was googling the answers or something.

Eventually I adapted a shader from Super Rude Bear Resurrection to make Earthbound looking battles.

rbrpg4

It just loaded in the background of the previous area each time.

My friend SonnyBone and I were running an optional theme, “Marilyn Manson” too, and I promised to put the character Rad Boar with a Mohawk and sunglasses in too.

Things I would’ve liked to have implemented:

  • A fourth character (Red Beard, a lion that was going to be in the volcano)
  • Status menu
  • Element indicator and left elements in
  • Explanations
  • Sound Effects
  • Controller controls
  • More story

But given I was at Insomnia and showcasing my game at the same time, I couldn’t really. On the last night just before I went to bed I made a list of everything I needed to do at home, and streamed the last 6 hours (which was the implementation of the snakes, volcano monsters, pyramid monsters, cyberdemon and final boss).

I’m pretty happy with the amount of dialogue, 15 moves, an entire world and 14 monster types each with a different attack pattern.

Then I had some problems with my server, which was very stressful, but overall I’m pretty happy with it.

I’m sure I’ll learn of more problems as more comments appear.

But yeah, enjoy.

You can play it online in a browser here, download it for Windows here, and the LD48 page is here.

My twitter.

Originally posted on my dev blog.

LD32

I’m in! (For the 8th time)

For those of you who don’t know me – I’m the Rude Bear guy. I make Rude Bear games for Ludum Dare.

What does that entail?

LONG AGO, THE ORIGINAL RUDE BEAR WAS MADE, AND ALL WAS GOOD. (Ludum Dare 25: You are the Villain, thug bear, murder people).

THEN CAME THE PREQUEL, RUDE BEAR RISING, AND ALL WAS BAD. A prequel so disappointing, even the gif won’t render properly. Rude Bear’s quest to defeat his mortal nemesis: The Wizard.

Thankfully, all was saved, as Rude Bear Radio came next, and that was the first ACTUALLY GOOD one. 8 10 second minigames Wario Ware style as Rude Bear hallucinates.

Then came Rude Bear Resurrection, which won gold for Jam Innovation, and is the only Rude Bear game where you get to turn Super Saiyan and face the previous winner of the tower (while The Wizard escapes).

Next was Rude Bear X. This was not a Ludum Dare entry. An endless runner where you have full movement, boss fights, monsters, upgrades, character switches and abilities etc.

Then Revengeance, where Rude Bear gets revived in the future as a cyborg robot and must defeat the Mecha Wizard with his laser grapple sword, flaming divekicks and infinite jumps:

Next there was Rude Bear RPG (AKA Rude Bear VII). I was exhibiting Super Rude Bear Resurrection at Insomnia52 at the time so I couldn’t give full focus to it, but it’s a huge RPG with a unique realtime turn based battle system that’s pretty dope and very confusing.

And then Rude Bear Ride. Which has the best title screen of any Rude Bear game and best music. And not much more than that. It’s nice and polished though.

In between those games I also made Midas, Claire’s Voyage, Cooperative Spider Train Island Glitch [Working Title], Migi Osu, Psycho Ratz Wild Adventures IX and Miri Kiri (which won the Creative Assembly game jam at EGX Rezzed 2015). Those games are dope. But yeah.

I’m currently working on Super Rude Bear Resurrection, funded by Sony and the UK Government, which has been at Tokyo Game Show, PAX East, EGX etc. and is coming to PS4/Xbox One this year.

asymm

worldstar2

iceworld screen

srbr temple

This is what Ludum Dare can do for you!

TIME FOR RUDE BEAR 9. WILL YOUR BODY EVER BE READY? WILL WE SEE THE RETURN OF RAD BOAR? WHO KNOWS? WHO CARES?

I’m in.

LD35

IT SHOULD GO WITHOUT SAYING BY NOW

BUT I AM IIIIIN.

Rude Bear 12 time.

Working with mah boi Ditto and mah boi Sonny Bone on only TheBestRudeBearGameThisSeason.

Probs gonna do something top down. No plans. We shall see.

Comments

DesignerNap
16. Apr 2016 · 00:57 UTC
Good morning! Best of luck, See you on the other side dude!

LD 40

Made an online game so left rating late so peeps played together. Not hit 20 yet

Hey guys,

I made an online game, as the title showed. This is my 5th year straight running, but the only one where I've been in danger of not hitting the results. Any chance I can get pity ratings? I rated 100 games, there's just not many people still rating lol.

rude bear online.png

It's an online coop/versus game where the more people exist, the more complicated the game gets, and people can spy and betray each other.

<3

Ludum Dare 46

Playing and rating your games on stream drop me a link! I play to completion

Yooo. Streaming LD. Drop me your game and I'll play it until it's done lol. Grinds my gears that some people only play for one minute. Probs means longer queues if you're waiting but I'll play everyone's game who's still around (and eventually get to the ones that aren't)

http://twitch.tv/alexrosegames

Let's go!

Ludum Dare 47

I'M IN - FOR THE 23RD TIME - Let's guess the theme!

Yo, it's multi medal winning ludum dare veteran extraordinaire Alex Rose here, and it's time to predict the theme. Get in here! Let's talk themes! http://twitch.tv/alexrosegames

Honeycam 2020-10-02 21-11-47.gif

My 23rd LD and, holy shit I made something really good!

https://www.youtube.com/watch?v=qJSug4iChtw

I think it's hard and people won't beat it but go have a go, I promise. I can just feel this one is the best game I've made

https://ldjam.com/events/ludum-dare/47/rad-boar-rewind

http://vorpal-games.com/RBRewind.zip

Playing and rating your games on stream! And I play all the way

Yo, as is tradition, I'm playing and rating. If you want someone to play 300 games you're out of luck, but... I play everyone's games for a fair amount of time. So link me your games in chat and I'll work my way through!

http://twitch.tv/alexrosegames

<3